/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef CORE_POINTMOVEMENTGENERATOR_H
#define CORE_POINTMOVEMENTGENERATOR_H

#include "MovementGenerator.h"
#include "DestinationHolder.h"
#include "Traveller.h"
#include "FollowerReference.h"

template<class T>
class PointMovementGenerator
: public MovementGeneratorMedium< T, PointMovementGenerator<T> >
{
public:
        PointMovementGenerator(uint32 _id, float _x, float _y, float _z) : id(_id),
            i_x(_x), i_y(_y), i_z(_z), i_nextMoveTime(0), arrived(false) {}

    void Initialize(T &);
    void Finalize(T &unit);
    void Reset(T &unit){unit.StopMoving();}
    bool Update(T &, const uint32 &diff);

    void MovementInform(T &);

    MovementGeneratorType GetMovementGeneratorType() { return POINT_MOTION_TYPE; }

    bool GetDestination(float& x, float& y, float& z) const { x=i_x; y=i_y; z=i_z; return true; }
private:
    uint32 id;
    float i_x,i_y,i_z;
    TimeTracker i_nextMoveTime;
    DestinationHolder< Traveller<T> > i_destinationHolder;
    bool arrived;
};

class AssistanceMovementGenerator
: public PointMovementGenerator<Creature>
{
public:
        AssistanceMovementGenerator(float _x, float _y, float _z) :
            PointMovementGenerator<Creature>(0, _x, _y, _z) {}

      MovementGeneratorType GetMovementGeneratorType() { return ASSISTANCE_MOTION_TYPE; }
      void Finalize(Unit &);
};

#endif
